Can't Read Game Sii Euro Truck Sim

  • Using the H-shifter gearbox
    • Basics
    • Prepared layouts
    • Avant-garde configuration
    • Custom hardware
  • Avant-garde input configuration
    • Configuration file
    • Example
    • Input identification
    • Component types
    • User-created components
    • Expressions

Using the H-shifter gearbox

Basics

The H-shifter support is intended to be used with Logitech G27 and uniform wheels. Information technology volition non work with normal buttons!

The shifters that are part of common commercial racing wheels are designed to mimic the layout of the transmission shifters in cars that usually have up to six gears for forward motion. The trucks on the other hand tend to have much more gears. Having separate position for each gear would exist not practical then an boosted control is used to select an active gear set. Then a single gear from the set is selected by standard H-shifter pattern. For more information about available patterns see Wikipedia.

The gearbox imitation in the game has twelve forwards gears and one reverse gear. In the default configuration the in-game H-shifter gearbox behaves as a "Range manual" (see link to a higher place) where the "Shifter Toggle i" button switches between gear prepare i-6 and gear set 7-12. (meet Controller options in the game, on the G27 it is mapped to the leftmost cerise button on the H-shifter past default).

Gear shifting example

You take a gear vi selected and y'all want to shift up to the gear vii - you need to printing the "Shifter Toggle one" push button to switch to gear set 7-12 and then move the H-shifter stick to the position 1.

In similar way, to shift downward from gear vii to gear vi, printing the "Shifter Toggle ane" to switch to gear set 1-6 and move the H-shifter stick to the position half dozen.

Prepared layouts

The game provides three layouts which can be selected from the the Controllers in-game choice screen using the "Shifter layout" option.

Range transmission

This is the default configuration used past the game. The "Shifter Toggle: 1" selects between gears set i-6 and gear prepare 7-12.

Splitter transmission

The "Shifter Toggle: 1" selects betwixt odd-numbered gears (1,3,5,7,ix,11) and fifty-fifty-numbered (2,4,6,8,10,12) gears.

Range-Splitter manual

This configuration tries to emulate a layout of a real Scania H-shifter. Notation that the game does not simulate the second opposite gear nor the two crawling gears so corresponding positions are non used.

This case is a combination of both preceding transmission types where the "Shifter Toggle: 1" switches between gear ranges and "Shifter Toggle: 2" switches betwixt splitted gears.

Advanced configuration

The default H-shifter layout was selected to fit the most players, still with some tweaking of the gearbox configuration file it is possible to create a different layouts.

The gearbox configuration files for individual predefined layouts can be plant in your profile directory (remember to replace the PROFILE_ID with your real contour identifier):

My Documents\Euro Truck Simulator ii\profile\PROFILE_ID\gearbox*.sii

The files contain a list of entries that map the condition triplet (h shifter position, selector i land, selector 2 state) to the concrete gear to use.

direct_gearbox_gear : _nameless.0F5B.B220 { gear_impulse_index: 0 	selector_1: -ane 	selector_2: -1 	gear: 0 }        
Name Description
gear_impulse_index

Defines which position should the H-shifter exist in:

  • 0 - neutral
  • 1 - "Shifter Position: Reverse"
  • 2 - "Shifter Position: 1"
  • three - "Shifter Position: ii"
  • ...
  • North - "Shifter Position: North"
Take care when editing the input configuration (come across beneath). The game does not cheque if your H-shifter hardware supports the position you've entered.
selector_1

Defines the land of the first selector:

  • -one - ignore the selector state
  • 0 - the selector should be off
  • 1 - the selector should be on
selector_2

Defines the country of the second selector.
See selector_1 for list of possible values.

gear

The gear to shift in when the iii atmospheric condition above are met.

Custom hardware

It is possible to employ a custom H-shifter hardware provided that it reports the position as continuous printing of some button. With more complex custom configuration of the input a position reported as axis value (eastward.thousand. aircraft throttle) can be also supported.

If the hardware has the power to differentiate both positions of the range or splitter toggles, an boosted inputs gearsel1on / gearsel2on and gearsel1off / gearsel2off, which are non accessible through the UI, can be configured instead of the toggling one.

Advanced input configuration

The game UI supports use of up to three controllers. The game itself is able to simultaneously utilise of more than than three controllers, even so such setup tin can non be configured through the game user interface and manual tweaking of the game'due south configuration files is required.

This section describes how an advanced user tin manually tweak the configuration file to be able to use more than than three controllers or create even more complex. By transmission tweaking of the configuration it is possible to add some features not direct supported by the game UI such equally

  • Utilise a flight yoke throttle instead of h-shifter.
  • Utilize a shift button selecting between two sets of functionalities assigned to other buttons for apply with controllers which have express number of buttons.
  • Use single push to toggle between various pages in the adviser.
  • Provide independent sensitivity for vertical and horizontal look control.
  • Use a TrackIR uniform head tracker to control movement of the truck for people with some disabilities.

Configuration file

The controller configuration is stored in profile directory (think to replace the PROFILE_ID with your existent profile identifier):

My Documents\Euro Truck Simulator two\contour\PROFILE_ID\controls.sii

The file gets created when the controller or keyboard option screen is opened for the commencement time and contains a gear up of configuration lines which describe various components of the configuration.

Case

This is an example how to utilize accelerator and restriction pedal from a secondary controller and a horn button from a third controller without using the in-game UI. The same mechanism tin can exist used if more than three controllers should be used.

  1. Using the steps described in the Input identification department make up one's mind the identification of the accelerator input on the secondary controller.
    Example identification: di8.'{C0002222-0000-0000-0000-000000000000}|{00000000-0000-0000-0000-000000000000}'.y
  2. Decide the identification of the brake pedal input on the secondary controller.
    Example identification: di8.'{C0002222-0000-0000-0000-000000000000}|{00000000-0000-0000-0000-000000000000}'.rz
  3. Decide the identification of the button input on the third device.
    Example identification: di8.'{C0003333-0000-0000-0000-000000000000}|{00000000-0000-0000-0000-000000000000}'.b4
  4. Restore the default configuration on both keyboard and controller options pages in the game (non strictly necessary, only for purpose of this example) and configure the primary device in a normal way using UI.
  5. To connect the accelerator pedal from the secondary controller to the in-game throttle input:
    Observe the text "input j_throttle `joy.y`" in the configuration file and change the input identification so in our example it and so it reads
    "input j_throttle `di8.'{C0002222-0000-0000-0000-000000000000}|{00000000-0000-0000-0000-000000000000}'.y`"
  6. To connect the restriction pedal from the secondary controller to the in-game brake input:
    Detect the text "input j_brake `joy.y`" in the configuration file and change the input identification to the secondary controller brake pedal identification and then in our example information technology reads
    "input j_brake `di8.'{C0002222-0000-0000-0000-000000000000}|{00000000-0000-0000-0000-000000000000}'.rz`".
  7. In this case the pedals are reported as ii divide axes so yous need to turn off the combined axis past changing the value in "abiding c_jcombined 1.000000" to "constant c_jcombined 0.000000"
  8. Depending on the device you might desire to configure the deadzone for those inputs by changing values in "abiding c_throt_dz 0.000000" and "constant c_brake_dz 0.000000"
  9. To connect the button from the tertiary controller to the in-game horn input:
    Detect the text "mix horn `keyboard.h?0`" in the configuration file and alter the input identification so in our example it reads
    "mix horn `di8.'{C0003333-0000-0000-0000-000000000000}|{00000000-0000-0000-0000-000000000000}'.b4`".

Input identification

The game identifies private inputs on the controllers using a name composed from several parts in following format:

SYSTEM_ID.'DEVICE_ID'.INPUT_ID

On Windows Os the SYSTEM_ID volition exist almost ever set to di8 indicating that DirectInput8 is used.

The DEVICE_ID is a string identifying the specific controller device. At that place are 2 ways to determine identification of the desired device. You can select the device as active in the UI and check what the game has stored in the "joy" device allonym (detect line containing text device joy) in configuration file. Alternatively you tin look inside the game.log file for lines with following format:

[di8] Initializing device 'DEVICE_NAME' as 'DEVICE_ID'

The corresponding identification to use in the configuration file is then di8.'DEVICE_ID'

The INPUT_ID identifies a physical input (e.1000. axis, push button) on the device. The best way to determine it is to use the game UI to create binding using that input and to check what the game has stored in the configuration file. For controllers it is usually b1 - b128 for buttons, x, y, z, rx, ry, rz for axes, sl1 or sl2 for sliders and pov_(1|2|3|4)_(up|down|left|correct) for POVs

Sometimes the input identification is followed past an additional specification of the component of the input (e.1000. "di8.rel_position.x" which represents X component of the mouse position delta). At other times a divers alias might exist used to shorten function of the input name.

Component types

Device alias

Case format: device joy `di8.'{A76B60D0-A8FD-11E1-8002-444553540000}|{C29B046D-0000-0000-0000-504944564944}'`

User-creatable: Yeah

The device alias defines a new name ("joy") which can be used in other parts of the configuration file equally a shortcut to reference a specific input device without having to always utilize its total identification. Defining and using the device alias also allows elementary switch to a different compatible device by changing the alias target without having to update the rest of the configuration. By default the game creates three aliases keyboard, mouse and joy to place keyboard, mouse and joystick device selected in the UI.

Input alias

Example format: input j_steer `joy.x`

User-creatable: Yeah

The input alias defines a new name ("j_steer") which can be used in other parts of the configuration file as a shortcut to reference a specific input (axis, button) from input device without having to specify the longer proper noun. Same as with the device aliases case, input aliases also let easy configuration changes. The game axis configuration UI works by irresolute input aliases to signal to the selected axes.

Abiding

Case format: abiding c_steer_dz 0.000000

User-creatable: Yes

The constant defines a named ("c_steer_dz") numeric value which might be used by calculations in other parts of the configuration file or direct by the game itself (east.chiliad. FF strength).

Mix

Instance format: mix dsteerleft `keyboard.larrow?0 | keyboard.a?0`

User-creatable: No

The mix defines an expression which is used to calculate value of a single game input. The game can use this value as an analog input (e.g. fraction of the rotation of the steering wheel) or every bit a logical value (e.g. wipers toggle).

The interpretation and additional configuration of the individual mixes (in what situations they are evaluated) is hardcoded in the game and it is currently not possible to create boosted mixes in the configuration file.

In the simplest form the expression returns value of a single input. The more complex forms tin apply several mathematical and logical functions (see below) to derive the results from more than one input. Note that the UI input configuration screens directly supports only a very limited subset of the expressions and volition display "Complex" message if they tin not handle the expression.

Generally there are 2 types of mix evaluation.

  • Event based - this mix evaluates whenever there is alter in any input (or other mix) it depends on. Mixes which read to individual presses (e.g. gear change, any_cmd) are usually of this type. As of 1.3.1. those mixes go duplicate evaluations whenever they react to button which generates characters (e.g. character key in keyboard). While commonly not issue, this might be important when using the mix in loopback mode (e.g. information technology references quondam value of itself).
  • Frame based - this mix evaluates at end of the frame. Mixes which react to agree (eastward.thousand. horn) or provide analog values (east.g. steering) are normally of this type.

User-created components

For some component types information technology is possible to create boosted components simply by using additional component definition line in the configuration file. Names of such components must meet following requirements:

  • Must be unique inside the configuration file.
  • Must have at most 12 characters.
  • Merely alphanumeric characters and underscore character are allowed.

Expressions

The expressions are used to combine device inputs and apply deadzones or a non-linear functions to them. Several types of values tin be used in the expression:

  • A reference to a abiding value (e.thou. 2.0)
  • A reference to a named constant (e.one thousand. c_steer_dz).
  • A reference to a controller inputs using its full (e.g. di8.keyboard.space) or aliased form (e.chiliad. keyboard.space). In cases of some special inputs an additional component selector (.x, .y, .z, .yaw, .pitch, .curl) might be needed. In the default configuration file you will encounter that culling keyboard.space?0 syntax is used. That syntax indicates that if the input tin non exist found, the sub-expression should acquit every bit if a constant 0 was returned from the device instead of reporting fault and failing entire expression.
  • A reference to some other mix (eastward.g. dforward). Annotation that circular references are not allowed, however information technology is possible to reference the mix this expression belongs to. In that case a previous value is returned. Note that at that place are no guarantees on frequency or time between calls however it might be used to implement simple counters or toggles when used with the event-based mixes.
  • A special name unbound which resolves to constant zero. It is used to preserve information if no key is assigned to the primary binding slot.

The values can be combined using arithmetical (+, -, *, /) and logical (&, |, !) operators. Note that operator precedence rules are very uncomplicated so utilise of the brackets is highly recommended. When a value is interpreted in a logical context (e.grand. during logical OR or AND operations or when it is used as logical value by the game), values greater than or equal to 0.5 evaluate to true and other values evaluate to false. Logical operators return one.0 for true and 0.0 for false and have a brusk-circuit evaluation.

Following gear up of functions is also available. The range in brackets indicate immune number of parameters to the function:

Function Description
max(1..) Returns biggest from the parameters.
min(one..) Returns smallest from the parameters.
pow(2..) (p0^p1)^p2)...
abs(1) Absolute value of the parameter.
sign(1) Returns -i if parameter is negative number, 1 if the parameter is positive number and 0 for cypher.
gt(2) Returns 1.0 if the first parameter is greater than the second one.
gte(2) Returns ane.0 if the showtime parameter is greater than or equal to the second one.
lt(2) Returns 1.0 if the first parameter is lower than the 2d one.
lte(ii) Returns 1.0 if the first parameter is lower than or equal to the second one.
sel(3) Returns the 2d parameter if the showtime parameter evaluates to true (run across above), for faux returns the tertiary parameter.
bool(1) Returns 1.0 if the first parameter evaluates to true (come across above) and zero otherwise.
normalize(2-3) Returns normalized position of the kickoff parameter in the range formed by <second parameter, third parameter>. If the value is outside of the range, information technology will be clamped to it. If tertiary parameter is not provided, 1.0 will be used. If the second and third parameter exercise not form valid non-empty range, zippo will be returned.
deadzone(2-3) Applies a zero-symmetrical deadzone. Like to the normalize, however it applies symmetrically to the negative values besides. If the second parameter is negative, it is set to zip.

Can't Read Game Sii Euro Truck Sim

Source: https://eurotrucksimulator2.com/input_config.php

0 Response to "Can't Read Game Sii Euro Truck Sim"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel